Game of Ur 0.3.3
This is a computer adaptation of Game of Ur, written in C++ mainly using SDL and OpenGL.
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Component representing hierarchical information related to this entity. More...
#include <scene_components.hpp>
Static Public Member Functions | |
static std::string | getComponentTypeName () |
Gets the component type string associated with this object. | |
Public Attributes | |
EntityID | mParent { kMaxEntities } |
The entityID of this entity's parent. | |
EntityID | mSibling { kMaxEntities } |
The entityID of this entity's next sibling. | |
EntityID | mChild { kMaxEntities } |
The first child of this entity. | |
Component representing hierarchical information related to this entity.
Necessary because quite often systems will not/should not have direct access to the SceneSystem.
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inlinestatic |
Gets the component type string associated with this object.
EntityID ToyMaker::SceneHierarchyData::mChild { kMaxEntities } |
The first child of this entity.
Set to kMaxEntities if this entity is a leaf node and has no children.
EntityID ToyMaker::SceneHierarchyData::mParent { kMaxEntities } |
The entityID of this entity's parent.
Set to kMaxEntities when this entity has no parent (eg., an entity not in the scene, or the root entity of the scene tree).
EntityID ToyMaker::SceneHierarchyData::mSibling { kMaxEntities } |
The entityID of this entity's next sibling.
Set to kMaxEntities when this entity has no next sibling.